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Returning 35 results for 'places aura and his combine'.
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places aura and his coming
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 21 (6d6);{"diceNotation":"6d6","rollType":"damage
","rollAction":"Annihilating Aura","rollDamageType":"necrotic"} necrotic damage. Undead are immune to this aura.
Life Eater. A creature dies if reduced to 0 hit points by the nightwalker and can’t
Monsters
Van Richten’s Guide to Ravenloft
speakers arise from places of mass death or sites where creatures regularly meet their doom. Over time, pain-wracked phantoms and lingering souls combine into an entity that knows death in myriad forms
Monsters
Mythic Odysseys of Theros
Aura of Nightmares. Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn’t undead or a construct starts its turn within
30 feet of the shepherd, that creature must succeed on a DC 17 Wisdom saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Aura of Nightmares","rollDamageType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is difficult terrain for other creatures. Any creature
that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Contamination", "rollDamageType":"poison
Backgrounds
Guildmasters’ Guide to Ravnica
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
Selesnya contact; you can decide if the contact is an ally or a rival.
10
I have a sibling in the Simic Combine, and we argue every time we see each other.
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance
4
2
—
—
—
6th
+3
Aura of Protection
4
2
—
—
—
7th
+3
Sacred Oath Feature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. Spirit Totem Starting at 2nd level, you can call forth
nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. Spirit Totem Starting at 2nd level, you can call forth
nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
fog makes it hard to see the dragon’s features from a distance, but close inspection reveals that it’s a silver dragon of noble bearing, its spiny frill cracked and broken in many places. The statue
is 10 feet tall but looks much more imposing perched on the granite block. If scrutinized with a detect magic spell, the statue radiates an aura of evocation magic. The dragon statue used to breathe a cone of cold as part of a magic trap, but the trap no longer works (see area Q2).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
fog makes it hard to see the dragon’s features from a distance, but close inspection reveals that it’s a silver dragon of noble bearing, its spiny frill cracked and broken in many places. The statue
is 10 feet tall but looks much more imposing perched on the granite block. If scrutinized with a detect magic spell, the statue radiates an aura of evocation magic. The dragon statue used to breathe a cone of cold as part of a magic trap, but the trap no longer works (see area Q2).
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Simic Hybrid
BRAM SELS
The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically
Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy. Simic Hybrid Names A
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Simic Hybrid
BRAM SELS
The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically
Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy. Simic Hybrid Names A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
introduce the player characters to the region and its people. Combine the settlements of Womford and nearby Bargewright Inn into the corrupt town of Nulb. The small river known as Imeryds Run serves as
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
introduce the player characters to the region and its people. Combine the settlements of Womford and nearby Bargewright Inn into the corrupt town of Nulb. The small river known as Imeryds Run serves as
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Monster Manual
places. After consuming the proper fuels and exposing themselves to fiery extremes, fire snakes grow into salamanders. Salamander Fire Snake Medium Elemental, Neutral Evil
AC 14 Initiative +2 (12
Vulnerabilities Cold
Immunities Fire
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Primordial but can’t speak
CR 1 (XP 200; PB +2)
Traits
Fire Aura. At the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
places. After consuming the proper fuels and exposing themselves to fiery extremes, fire snakes grow into salamanders. Salamander Fire Snake Medium Elemental, Neutral Evil
AC 14 Initiative +2 (12
Vulnerabilities Cold
Immunities Fire
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Primordial but can’t speak
CR 1 (XP 200; PB +2)
Traits
Fire Aura. At the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 3: Classes Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the
continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this
Compendium
- Sources->Dungeons & Dragons->Monster Manual
combine humanlike features with the talons and wings of avian scavengers. Their notorious songs compel listeners to follow them, heedless of danger. Creatures captivated by a harpy’s song frequently meet
their deaths on harpies’ vicious claws or amid natural perils. Harpies dwell in remote, dismal places tainted by tragedy and despair. Some tales claim harpies offended the gods and were transformed as
Compendium
- Sources->Dungeons & Dragons->Monster Manual
combine humanlike features with the talons and wings of avian scavengers. Their notorious songs compel listeners to follow them, heedless of danger. Creatures captivated by a harpy’s song frequently meet
their deaths on harpies’ vicious claws or amid natural perils. Harpies dwell in remote, dismal places tainted by tragedy and despair. Some tales claim harpies offended the gods and were transformed as
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
; whether that NPC confers Beloved Inspiration; and that NPC’s Bond Boon or Bond Bane, whichever is applicable. Report Cards. This section includes places to track the results of each Exam
combine with the adventures in this book to enhance the flavor of life at a university of magic.
If you find these rules aren’t the best fit for your group, you can run this book’s adventures without those rules, simply narrating the effects of related encounters without using rules to resolve them.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Gallows Speaker Gallows speakers arise from places of mass death or sites where creatures regularly meet their doom. Over time, pain-wracked phantoms and lingering souls combine into an entity that
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
; whether that NPC confers Beloved Inspiration; and that NPC’s Bond Boon or Bond Bane, whichever is applicable. Report Cards. This section includes places to track the results of each Exam
combine with the adventures in this book to enhance the flavor of life at a university of magic.
If you find these rules aren’t the best fit for your group, you can run this book’s adventures without those rules, simply narrating the effects of related encounters without using rules to resolve them.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Gallows Speaker Gallows speakers arise from places of mass death or sites where creatures regularly meet their doom. Over time, pain-wracked phantoms and lingering souls combine into an entity that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 3: Classes Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the
continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. An alarm spell silently warns Ezzat if any other creature opens the door.
A detect magic spell reveals a powerful aura of abjuration magic around each sapphire. Close examination reveals the image
is his residence. Far removed from their resting places, they have nowhere to go if their physical forms are destroyed. A drow vampire reduced to 72 hit points or fewer attempts to flee rather than
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. An alarm spell silently warns Ezzat if any other creature opens the door.
A detect magic spell reveals a powerful aura of abjuration magic around each sapphire. Close examination reveals the image
is his residence. Far removed from their resting places, they have nowhere to go if their physical forms are destroyed. A drow vampire reduced to 72 hit points or fewer attempts to flee rather than
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
feature again. Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that
these monasteries have spread to the western lands of Faerûn, particularly in places with large Shou immigrant communities, such as Thesk and Westgate.
Other monastic traditions are associated with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures
, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 9
Languages —
Challenge 20 (25,000 XP) Proficiency Bonus +6
Annihilating Aura. Any creature that starts its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
feature again. Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that
these monasteries have spread to the western lands of Faerûn, particularly in places with large Shou immigrant communities, such as Thesk and Westgate.
Other monastic traditions are associated with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures
, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 9
Languages —
Challenge 20 (25,000 XP) Proficiency Bonus +6
Annihilating Aura. Any creature that starts its
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
another player’s character requires that player’s consent. Additionally, you gain the following traits. Boon Aura. Your allies within 5 feet of you have advantage on saving throws against being
First Kings of Meletis.” These cues note the legendary places these stories occupy in the minds of Theros’s people and their place as tales that endlessly play out among the constellations of Nyx
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Salamander Inferno Master Salamander inferno masters are ancient connoisseurs of flames and often inhabit places with unique scorching properties. They gather communes of apprentices who learn fiery
Fire
Senses Darkvision 120 ft.; Passive Perception 10
Languages Primordial (Ignan)
CR 15 (XP 13,000; PB +5)
Traits
Fire Aura. At the end of each of the salamander’s turns, each creature of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
another player’s character requires that player’s consent. Additionally, you gain the following traits. Boon Aura. Your allies within 5 feet of you have advantage on saving throws against being
First Kings of Meletis.” These cues note the legendary places these stories occupy in the minds of Theros’s people and their place as tales that endlessly play out among the constellations of Nyx
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Salamander Inferno Master Salamander inferno masters are ancient connoisseurs of flames and often inhabit places with unique scorching properties. They gather communes of apprentices who learn fiery
Fire
Senses Darkvision 120 ft.; Passive Perception 10
Languages Primordial (Ignan)
CR 15 (XP 13,000; PB +5)
Traits
Fire Aura. At the end of each of the salamander’s turns, each creature of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
role in an Acq Inc franchise: that of an infiltrator. As a shadow monk, you’re likely more adept than even a rogue at moving around without being seen, slipping into dangerous places unnoticed, and
flames, cold, and thunder come streaking toward them instead, they’ll never know what hit them. As a monk of the Way of the Four Elements, you combine the striking power of a typical monk with the